AoeStats
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Arabia

503253413Analyzed
4v4 RM · 10d ago on Aug 30, 2026· 15m 40s· 8 players
Game mode
Random Map
Map size
Large (8 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
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1389
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1402
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1258
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1188
-9
Player eAPM Actions Feudal Castle Imperial Opening
73 1,145 9:09 ⚔ Archer Rush
60 935 8:34 ⚔ Tower Rush
53 828 8:40 ⚔ Scout Rush
45 700 9:06 ⚔ Scout Rush
43 677 9:04 ⚔ Archer Rush
33 512 9:24 ⚔ Archer Rush
32 495 10:04 13:56 ⛏ Fast Castle
31 482 9:26 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,250 2,508 635 125 5,518 5,520
2,050 2,061 1,130 0 5,241 5,204
2,820 1,938 50 0 4,808 5,267
2,975 1,524 200 100 4,799 4,914
2,600 1,194 50 750 4,594 4,257
2,475 2,046 50 0 4,571 4,713
2,500 1,778 50 0 4,328 4,588
1,650 2,361 230 0 4,241 4,471
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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